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change the joints orientations axes in maya to match the maniquen

using the blender scrip to convert the mixamo rigs to unreal to most of the job but something always dont work and keep the characters bones not properly oriented so it will work properly with the maniquen animations,
i know how to change the joints orientations axes in maya to match the maniquen but the values in the rotations axes in the joints still different and therefor will cause the rig to not work correctly in ue4, is there is a way to change those values in maya manually without affecting the pose? Seams like not possible for me but i hop a smart brain here can prove me wrong.
also is it possible to change the orientation axes in maya for a riged skeleton without affecting the skinned mesh?